Fajar Arianto
Department Of Educational Technology, Postgraduate, Universitas Negeri Surabaya, Indonesia

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Pengaruh Project Based Learning dengan Pendekatan Science, Enviroment, Technology and Society (SETS) Terhadap Keterampilan Berpikir Kreatif Siswa SMK Heni Hamdiyah; Bachtiar Sjaiful Bachri; Fajar Arianto
Jurnal Studi Guru dan Pembelajaran Vol. 7 No. 3 (2024): September - Desember 2024
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.7.3.2024.4784

Abstract

Masalah dalam penelitian ini yaitu strategi pembelajaran yang tidak mempertimbangkan karakteristik materi dan peserta didik menyebabkan rendahnya kemampuan berpikir kreatif siswa. Penelitian ini ini bertujuan untuk mengevaluasi dampak penerapan model pembelajaran project based learning yang diintegrasikan dengan pendekatan Science, Enviroment, Technology and Society (SETS) terhadap kemampuan berpikir kreatif siswa SMK pada tahun ajaran 2023/2024. Penelitian ini mengadopsi desain eksperimental semu (Quasi Experimental Design) dengan menggunakan The Matching-Only Posttest-Only Control Group Design. Penelitian dilaksanakan di SMK N 1 Sidayu Gresik, melibatkan dua kelas XI APHPi sebagai sampel. Kelas XI APHPi 2 berfungsi sebagai kelompok eksperimen yang menerapkan model project based learning dengan pendekatan SETS, sementara kelas XI APHPi 1 bertindak sebagai kelompok kontrol yang hanya menerapkan model project based learning. Setiap kelas terdiri dari 30 siswa. Analisis data meliputi uji prasyarat (normalitas dan homogenitas) serta uji hipotesis menggunakan uji-t. Hasil penelitian mengungkapkan bahwa penggunaan model project based learning dengan pendekatan SETS memberikan pengaruh signifikan terhadap kemampuan berpikir kreatif siswa dalam konteks materi olahan produk diversifikasi hasil perikanan. Hal ini dibuktikan dengan hasil uji-t yang menunjukkan nilai signifikansi 0,00 < 0,05. Kelompok eksperimen menunjukkan tingkat kemampuan berpikir kreatif yang lebih tinggi dibandingkan kelompok kontrol, dengan rata-rata skor 88,87 berbanding 80,18. Berdasarkan temuan ini, dapat disimpulkan bahwa model project based learning dengan pendekatan SETS merupakan alternatif yang efektif bagi pendidik untuk mengembangkan keterampilan berpikir kreatif pada siswa Sekolah Menengah Kejuruan.
Game On, Grades Up! Treasure Hunt Shows Gamified English Fuels Students’ Speaking Skill Lina Hasnawati; Andi Mariono; Fajar Arianto; Khusnul Khotimah
Jurnal Studi Guru dan Pembelajaran Vol. 8 No. 1 (2025): Januari - April 2025 (In Processing)
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.8.1.2025.5077

Abstract

The challenges in English language learning, particularly in improving students' speaking skills, remain an ongoing issue in education today. The integration of gamification, as applied through the Treasure Hunt game, has emerged as a promising approach to address this problem. This study aims to investigate the impact of the Treasure Hunt game as a gamified learning intervention on the speaking skills of sixth-grade students at the Indonesian School in Johor Bahru, Malaysia. Using a One-Group Pretest-Posttest design, this study involved 40 students who took pretest and posttest assessments to measure their speaking skills before and after the intervention. Data analysis was conducted using a paired t-test to examine significant differences between the pretest and posttest scores. The results showed a significant improvement in students' speaking skills, with the average score increasing from 58.95 in the pretest to 70.53 in the posttest. This gamification approach was found to be effective in enhancing students' fluency, accuracy, pronunciation, and intonation, as well as fostering their engagement and motivation in learning. These findings affirm the potential of gamification as an effective tool for improving speaking skills in English language learning and preparing students to face the challenges of an increasingly interconnected world. The study also recommends further research to explore the long-term impact of gamification and its application in broader educational contexts.
Pengaruh Pendekatan Steam-Loose Parts terhadap Kemampuan Literasi Numerasi Anak Usia Dini Asyifa’un Nufus; Fajar Arianto; Utari Dewi
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 5 No. 1 (2024): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v5i1.724

Abstract

The study aimed to identify the approach STEAM-Loose Parts of the ability of literasi numeracy in children aged 3-4 years in Pre School of SKB Sidoarjo. During the observation, several pre school of SKB Sidoarjo were found to have low numeracy skills among the children. The low numeracy skills in children aged 3-4 years are caused by the general nature of mathematics education, which is rarely linked to activities or daily life. However, numeracy skills can help children solve everyday life problems. This study uses the one group design pretest-postest method and uses non parametric data analysis techniques with the help of the wilcoxon match pairs test formula because the subjects only 6 childrens. The result of this research shows that getting the pre-test average is 43,3 and the post-test of 85,0 data shows that the STEAM-Loose Parts learning has a significant impact on the numeration capabilities of 3-4 years old in the pre school of SKB Sidoarjo.
Pengaruh Model Project Based Learning Terhadap Pemahaman Konsep dan Kemampuan Berfikir Kritis Peserta Didik Di Kegiatan Pelatihan Jurnalistik Hisyam Hisyam; Siti Masitoh; Fajar Arianto
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 5 No. 1 (2024): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v5i1.915

Abstract

The purpose of this study is to determine the effect of the project-based learning model on concept understanding and there is an effect of the project-based learning model on the critical thinking ability of students in journalistic training activities. Quasi-experimental research design, with a nonequivalent pretest-posttest group design model, 70 research subjects divided into experimental and control groups. The results showed that both data were statistically normally distributed, the data were statistically homogeneous, and the results of the hypothesis testing of both data showed a significant effect. The conclusion informs that there is an effect of project-based learning model on concept understanding and there is an effect of project-based learning model on students' critical thinking ability in journalism training activities.
Pengaruh Model Pembelajaran Induktif Terhadap Kemampuan Berpikir Kritis Avinda Zakcy Ramadhan; Fajar Arianto; Andi Kristanto
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 5 No. 1 (2024): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v5i1.1016

Abstract

This study aims to test the influence of the inductive learning model on the critical thinking ability of grade IX students in science subjects in junior high school. A quantitative approach with a quasi-experimental method is used in this study. The research subjects consisted of students of class IX A as the experimental group and class IX B as the control group. The research instruments included questionnaires and tests to measure critical thinking skills before and after treatment. The results of data analysis showed that the inductive learning model had a positive and significant effect on students' critical thinking skills. In conclusion, the application of the inductive learning model can improve critical thinking skills in science learning.